More than twenty people across the Internet collaborated on this
superior MegaWAD. Over the course of four months this team crafted the standard by
which all future levels would be judged. No MegaWAD has since achieved such perfect
balance between design and gameplay as Memento Mori. Even its sequel couldn't
touch it. Memento Mori is the very essence of what DooM is about. It's not
about fancy special effects, or realism, or how many Linedefs you can pack into a
single area. It's about worlds so immersive yet unreal that no logical thought could
apply. It's about carefully balancing elements to keep those worlds from collapsing.
Design and gameplay are not equally important. The excess of one doesn't account for
the lack of the other. Memento Mori may not be the only MegaWAD ever to
create this balance, but it is the only one to carry it throughout its entirety. Why
Memento Mori is better than its sequel and why it's the best MegaWAD in
existence can be summed up in four simple words: Memento Mori is DooM...

The TeleporterMichiel Rutting/Denis Moeller

1:01Easy

It goes without saying that a journey beginning with you staring at a giant
pentagram can't be blessed. Built in the TechLab/Gray styles with a small
outdoor segment at the end. Very easy, very short. An appropriate start...

The BridgeDavid Davidson

2:53Easy

Beautiful Brick/Wood/Tile design with excellent lighting, a transparent door,
and two great bridge areas. Unfortunately, it's nearly empty in terms of
monsters. Could've been great...

InterlockTom Mustaine

:57Easy

Smaller than the first two levels(should've been MAP01). TechLab design has
only its excellent texture alignment to distiguish it from fifty other levels
of its type...

The StandJens Nielsen

8:15Medium

The warm-up period over with, Jens gives us a nice medium size level to play
with. Complex design in the Brick(also thrown in are a few Marble/Metal/Wood
textures) theme with six secrets to find, plenty of monsters to kill and more
than enough switches to hit along the way. Great fun...

Hell's KitchenOrin Flaharty

5:16Easy

Good immitation of Romero's style. A few textures are misaligned, but an
otherwise good job on design. Enough action, but, with the exception of the
Hell Knight trap, not very tough. Most certainly falls in the above average
category...

The PowerstationEric Sargent/Mark Klem

7:51Easy

Not-so-great level has too many style changes and some texture alignment
problems. Good lighting and the cool Yellow Key area(the blackout) help to
redeem it slightly. The generally fun gameplay doesn't hurt, either...

Not That SimpleJens Nielsen

9:56Medium

The title, while very appropriate, is a major understatement. This incredible
level is one of the most complex in the collection(yet still falling
distantly behind Jens final level). Using his own texture scheme he's created
a level that feels(and, to some extent, looks) like classic DooM2, but plays
completely differently. Seven very tough secrets to find enhance an already
intricate design. Gameplay will appeal to some and frustrate others. The
level's only flaw(to some people) is a maze, but it has an original twist. As
you find your way through you'll see a good number of switches that, when
used, cause part of the maze to disappear(sometimes revealing more switches
and the occassional monster). The result is you running through a maze that
is slowly deconstructing itself. A very cool idea, to say the least...

And The Dead Shall RiseOrin Flaharty

3:39Easy

A small level in the style of Thy Flesh Consumed. Several good areas
and accurate texture alignment(most of the time) make playing it worthwhile.
Much like the episode it's imitating, the gameplay is easy without becoming
boring...

High-Tech GraveThomas Moeller

11:19Medium

Some inventive scenarios save this visually impressive level from mediocrity.
To start, the Demon fight near the Yellow Key is staged well and the rising
slime immediately preceeding it is also quite creative. Gameplay barely makes
the grade, though. There's so much ammo it's almost insulting. Sixteen
secrets and not a clever one among them. This isn't bad, but Thomas can do
much better...

The MansionAlden Bates

7:48Easy

Lots of large, undetailed rooms comprise this mess of a level. Practically
empty in most areas with the populated sections being extremely easy. Not
much of a challenge here...

Halls Of InsanityEric Reuter/Denis Moeller

6:10Easy

Fair co-optimized level. I don't care much for this one because it's so dark
and the overall design isn't that great. Unreachable areas and monsters if
you're playing alone. Tell me, how hard is it to tag those stray monsters as
Multi-Player Only? No secrets, either...

KineticsAvatar

8:32Medium

The worst level in the set. Completely dark most of the time, which could be
a blessing because it's very ugly. No secrets and at least two places where
you can get trapped...

The Inmost Dens 2Denis Moeller

10:42Medium

A more than worthy tribute to the DooM2 level. Designed in the same style,
but more complicated and detailed this time. The whole thing is beautiful and
the appearing area at the end is incredible. The effect is actually so simple
that I'm surprised not to have seen it anywhere else. Relatively the same
level of difficulty, but more violent. Excellent work...

AquaductTom Mustaine

2:53Easy

Good, quick gameplay in this Brick level. Texture alignment is off in a few
places, but it's otherwise fine. The Cyberdemon at the end is easily disposed
of, as are the rest of the monsters. Fun for speedrunning...

KarmacomaFlorian Helmberger

12:38Medium

Made in the style of Industrial Zone, this level is large, but oddly
empty. The landscape is virtually devoid of monsters, while the buildings are
full of them. Some monsters in the open area would make those long trips go
by a bit faster. I've always liked the design, though. Maybe because it looks
like something I might've built. Whether or not you like this level depends
largely on taste. There are two secrets that can't be reached...

StonedKurt Schmid

11:30Medium

Lots of open spaces, just like the last one. Again, I'm quite fond of it
because it reminds me of my work. Anyway, the design is primarily Stone with
variations here and there, but not often enough. It could deffinately use
more monsters, too. Contrary to popular belief, you can get 100% Secrets...

House Of ThornEric Sambach

6:22Medium

Though there are some texture alignment problems and one secret can't be
reached, this is a pretty good theme level. Does a good job of creating the
feel of a real house. Most of its strength is in the clever secrets. Fair
gameplay with some very tight quarters making movement difficult...

A Dead Man's TownHenrik Rathje

14:55Hard

Overall excellent design slightly marred by dim lighting. Texture alignment,
item placement, and progression are all top notch. The only design flaws are
those two thirty second doors. It's one of the toughest levels in the set
with an Arch-Vile around every corner(almost literally). Fairly large, too...

MaltraiterMichael Rapp

5:41Easy

Before you start a level, you must first decide what style you want to build
in. Unfortunately, this one uses just about all of them. Though individual
areas aren't bad, there's absolutely no sense of continuity between them. If
the author could decide on a single theme then he'd probably be able to
create something worthwhile, but this one's not...

Mountain DepotScott Lampert

9:29Easy

Not the greatest design, but it can be fun, if a bit empty. The main problem
is texture alignment, but the rest is up to par with DooM2. Monsters are
spread rather thin over a very large playing field, making it easy to forget
one or two of them...

Twilight LabAndy Badorek

13:14Medium

A prime example of how substance is more important than style. Awesome Gray
level with nonstop action. Sure, the design isn't detailed. In fact, some of
it looks quite plain, but that doesn't change the fact that the layout and
progression are perfect. Gameplay is right on with monsters around every
corner. It's not as hard as it could be, but you're not likely to get bored,
either...

The EscapeDenis Moeller

9:32Easy

Sewer/Cave design is interesting, but much too dark. Some nice scenes like
the Spider Mastermind duel and a tricky secret help, but that series of four
identical runs(the Blue Key) is annoying. Enough monsters and a clever
design, but not much of a challenge...

ShowdownMilo Casali

7:11Hard

Now here's a fun level. Wide open spaces, hundreds of monsters, lots of ammo
and health. Made in the Brick style, the design is very dull, but you really
don't have time to notice. No secrets...

DiehardDario Casali

3:33Hard

Good level in the style of The Living End. Design and layout are fine
and monsters are everywhere. There's so much ammo that it can be completed
amazingly quickly. Not bad, but Dario's Plutonia levels are better...

CesspoolWilliam Sullivan

7:23Easy

While the design is realistic, the execution needs work. Extensive use of the
deep water effect is fine, but if you ever go below the water's height you
get HOM(when landing after a jump). Another flaw is the Reject data. Monsters
can't see into, or out of, deep water sectors so it's very easy to hide from
them. Example: stand on the stairway in the final room and the Spider
Mastermind won't shoot at you...

Between Scattered CorpsesDenis Moeller/Thomas Moeller

5:47Medium

Short, violent level from both halves of TiC so, naturally, everything
technical about it is great. The gameplay, though not hard, should provide
enough of a challenge for most players. The very inventive Arch-Vile trap can
be bypassed...

Fort HadesScott Lampert

9:30Hard

An intelligent layout and progression make up for its aesthetic shortcomings.
Some textures are aligned, but others are not. An unreachable secret(placed
within a DM area) means 8/9 is the best you can do. That's about the only
flaw in the gameplay category. Very enjoyable...

City Of The UnavengedJens Nielsen

24:01Hard

Here it is! The mother of all Cityscape designs and one of the most
complicated levels in existence. A total of 149 triggers(tripwires and
switches) in what is, in actuality, a medium/large size playing area(doesn't
qualify for Eternal status). The difference is, Jens uses virtually
every inch of space and with a deffinate 3D mindset, too. The gameplay keeps
things moving at a fast pace. Nevermind those four Cyberdemons(almost one
after another), worry about the fourteen Arch-Viles spread throughout the
land. They tend to appear in areas containing many corpses(just about
everywhere) and often a fair distance from your current position. It
progresses quite well in a non-linear fashion and it isn't at all easy to
keep track of where you've been(which doesn't really matter because you have
to visit just about everywhere at least twice). In conclusion, even moreso
than in Jens other levels, this is very player specific; you either love it
or hate it. Did I mention that this will forever be my favorite level???

Island Of DeathThomas Moeller

18:03Hard

Good design, but there's no particular style. My guess would be that it's
some sort of installation built around an old structure(the Marble portion).
Fairly large and complex layout. Heavily co-optimized, but it can still be
completed with all secrets and all but two kills(two Chaingunners, I think)
in single play. However, it may still be possible to get those final two...

ViperMilo Casali

1:33Medium

Finally, an original MAP30! Good use of the shingle texture throughout. Of
course, there are two ways to complete it. The easy way, run through as fast
as you can without getting killed and waste Romero's head(speedrun). The hard
way, kill everything before moving on to Romero's head(UV100)...

Technology BaseDenis Moeller

14:13Medium

Good co-optimized TechLab level. In multiplayer mode the players are split
from the beginning and have two different paths to follow. When Denis built
this he didn't plan for single players to have access to the whole level.
Thanks to Istvan Pataki, who found a place where you can switch sides, it's
possible to run through the whole thing in single play. Not only that, but
the secret exit is accessible, too. A poorly designed teleporter room that
can sometimes leave monsters outside the level is the only downside...

The Hidden Slime FactoryMark Klem

8:22Medium

Most of this is a TechLab, but there are other styles, too. Generally
attractive with some very cool scenes(the rising staircase, the texture that
bends throughout an alcove). Gameplay's easy, but lots of fun. Its fairly
straightforward progression make for good speedrunning if you like longer
levels...